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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Grey Wolf
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Hey Gap!
Now that you're there, do you know how to hide bone in TDW's GR2 editor? I'm about to test your idea about adding the DMG_col-command to ship_cargo.GR2, but can't get that thing hidden! ![]() |
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#17 | |
Navy Seal
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Sorry for the late reply
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change the setting to 1 ![]() |
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#18 | |
Grey Wolf
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![]() Any ideas, does it work for you? |
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#19 | |
Navy Seal
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![]() Quote:
- if it was on me, I would create a new DMG_col bone for each cargo model, with main model's bone set as parent and 'Hide' property set to 1, and without rotation/position data. I would then add the new bones to the bone bindings of their respective mesh. I am not sure that it would work: I haven't ever seen an object using the same mesh as collision model and as visible mesh (as we do for imported dat ships), but given the current limitation of GR2 Editor (i.e. the impossibility to add new meshes to a native file), this is the only way that I can think of. Are you following the same method? - overlapping visible meshes cause flickering in game. I don't know how Goblin renders them. Anyway, since you would be using the same mesh as visible model and as collision model, and you would overlap the two of them, it could be arduous deciding from Goblin's viewport wether a DMG_col model is correctly set to hidden or not. - invisible bones are nonetheless marked in bold in Goblin's scene tree view. Are they displayed so, for your edited GR2 file? |
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#20 | |
Eternal Patrol
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![]() [edit] There is a minor problem. Wrongel's link is to mine, not yours. He can change that, or with his permission I can.
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#21 | |
Navy Seal
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#22 |
Grey Wolf
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#23 |
Navy Seal
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#24 | ||
Grey Wolf
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I was following your method, but couldn't get through this: Quote:
I think I'll make a test using .dat cargos and adding the DMG_col-node in s3d editor. It should work??? ![]() |
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#25 | |||
Navy Seal
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The only difference between S3d Editor and GR2 Editor on this respect, is that using the former you need to paste the Id of the linked model in node's 'Mode Id' field, whereas using GR2 Editor you need to select the name(s) of the linked bone(s) in meshe's bone bindings editor (right click on the mesh and select 'Edit bone binding(s)' to recall that window). Quote:
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#26 |
Grey Wolf
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What version of the editor you are using Gap? I can't seem to find that Bone binding editor. I have "add material to material bindings" instead. I'm using 1.1.265 version. If I can't get it working, maybe you could do one example, and I'll follow that.
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#27 | |
Navy Seal
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#28 |
Grey Wolf
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Super!
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#29 |
Gefallen Engel U-666
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The only bone I'm concerned with is the one in that Tribals' teeth about to ram me as I've concerned myself overlong with a juicy Liberty's aft quarters! Fangschuss mein arsen!...ALAAARM: 5 & SHIFT V & SHIFT--> and Y (if ya' gottem') AUF FEIDERZEIN TECH SAVANTS
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#30 |
Navy Seal
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